﻿using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using XNAProject.GameElements;
using Microsoft.Xna.Framework;
using XNAProject.Core;
using Microsoft.Xna.Framework.Graphics;
using XNAProject.Enumerations;

namespace XNAProject.Ships
{
    class Cruiser : Ship
    {
        public Cruiser(Game game, ShipFaceing faceing, Vector2 HexaPosition)
            :base(game, HexaPosition)
        {
            SetFaceing(new Vector3(83.25f, 0, -0.05f), new Vector3(94.8f, 0, -0.05f), new Vector3(0, 0, -0.05f)
            , new Vector3(93.6f, 0, -0.05f), new Vector3(80.1f, 0, -0.05f), new Vector3(91.7f, 0, -0.05f)
            , new Vector3(85, 0, -0.05f), new Vector3(90.6f, 0, -0.05f));
            Face(faceing);

            SetTranslation(new Vector3(0, 30, 30));
            moveUpBorder = new Vector2(8, 3);

            name = "Cruiser";
            defense = 200;
            offense = 400;
            sight = 3;
            health = 300;
            oil = 400;
            cost = 1000;
            consumption = 20;
            movement = 3;

            Scale = 0.28f;
            Hue = 0.5f;
            vLightDirection = new Vector4(0.5f, 1.0f, 0.0f, 1.0f);     
        }

        protected override void LoadContent()
        {
            //effect = Game.Content.Load<Effect>("Models/Ships/Cruiser/Shader");                                         //load stuff

            //colorMap = Game.Content.Load<Texture2D>("Models/Ships/Cruiser/ColorMap");
            //normalMap = Game.Content.Load<Texture2D>("Models/Ships/Cruiser/NormalMap");

            model = Game.Content.Load<Model>("Models/Ships/Cruiser/Ship");
            modelBones = new Matrix[model.Bones.Count];
            model.CopyAbsoluteBoneTransformsTo(modelBones);
        }

        public override void Draw(GameTime gameTime)
        {
            base.Draw(gameTime);
        }
        
    }
}
